“Even though I’ve worked with these systems for years, I found new ways of looking at several topics that make them easier to remember and use. For someone new to 3D programming, it is extremely useful-it gives them a solid background in pretty much every area they need to understand.” -Peter Lipson, Toys for Bob, Inc.
Based on the authors’ popular tutorials at the Game Developers Conference, Essential Mathematics for Games and Interactive Applications presents the core mathematics necessary for sophisticated 3D graphics and interactive physical simulations. The book begins with linear algebra and matrix manipulation and expands on this foundation to cover such topics as texture filtering, interpolation, animation, and basic game physics. Essential Mathematics focuses on the issues of 3D game development important to programmers and includes optimization guidance throughout.
Part I Core Mathematics
Chapter 1 Vectors and Points
Chapter 2 Linear Transformations and Matrices
Chapter 3 Affine Transformations
Chapter 4 Real-World Computer Number Representation
Part II RENDERING
Chapter 5 Viewing and Projection
Chapter 6 Geometry, Shading, and Texturing
Chapter 7 Lighting
Chapter 8 Rasterization
Part III Animation
Chapter 9 Curves
Chapter 10 Orientation Representation
Part IV Simulation
Chapter 11 Intersection Testing
Chapter 12 Rigid Body Dynamics
Appendix A Trigonometry Review
Appendix B Calculus Review